Surface renderings issues when rotating objects

Surfaces renderings are really acting weird, since the last two updates.

When I move, or rotate (either using SpaceMouse or right-click) some surfaces are "flickering and is offset from the actual lines. This is happening in either wiewport: perspective, top, side etc.

I have made a screenmovie to show you the problem.

Rhino 5.0 Wenatchee 2014-12-17.mp4 (2.6 MB)

Software information

Software versions
Rhinoceros version: 5.0 Wenatchee 2014-12-17 (5A629)
IronPython version: 5.1.2014.1006
Language: en (MacOS default)
OS X version: Version 10.10.1 (Build 14B25)

Plug-ins
/Library/Frameworks/3DconnexionClient.framework/Versions/A/3DconnexionClient
/Users/henrik/Library/ColorPickers/RCWebColorPicker.colorPicker/Contents/MacOS/RCWebColorPicker

Third party kernel extensions
com.wdc.driver.USB_64HP (1.0.0)
com.plantronics.driver.PlantronicsDriverShield (4.3)
com.3dconnexion.driver (10.2.1)
com.webroot.driver.WebrootSecureAnywhere (78)
com.evoluent.driver.VerticalMouseDriver (1.0.10f1)

Hardware information

Computer hardware
Hardware model: iMac12,2
Processor: Intel Core i5-2500S CPU @ 2.70GHz
Memory: 4 GB
Architecture: Intel 64 bit

Video hardware
Graphics: AMD Radeon HD 6770M 512 MB
Memory: 512 MB
Screen size: 2560 x 1440, 2560 x 1440
Displays: iMac, Thunderbolt Display

USB devices
Apple Inc.: FaceTime HD Camera (Built-in)
Western Digital: My Book 1170
Apple Inc.: Bluetooth USB Host Controller
Western Digital: My Book 1140
Apple: Internal Memory Card Reader
Apple Computer, Inc.: IR Receiver
3Dconnexion: SpaceNavigator
HOLTEK: Evoluent VerticalMouse 4
Apple Inc.: Apple Thunderbolt Display
Apple Inc.: FaceTime HD Camera (Display)
Apple Inc.: Display Audio

Bluetooth devices
Apple: Apple Wireless Keyboard

OpenGL information

OpenGL software
OpenGL version: 2.1 ATI-1.28.29
Render version: 2.1
Shading language: 1.20
Maximum texture size: 16384 x 16384
Z-buffer depth: 24 bits
Maximum viewport size: 16384 x 16384

Implementation settings
Use texture compression: Yes

Appearance settings
Antialiasing: 2x
Mip map filtering: None
Anisotropic filtering: None

I think the model is very very far from the world origin causing issues with the render meshes. Try moving the model closer to 0,0,0 to test if I’m right.

Yes you are right, there is not these issues when object is closer to center.
Unfortunately lots of my projects is Landscape design (sculptures), and their position is defined by the Landscape architect - so I have to stick to this position far away from 0,0,0
Is there any fix for this, so I can keep working with this allocated position?

Hi Hans - see if there is anything useful here:

http://wiki.mcneel.com/rhino/farfromorigin

-Pascal

Hi again
I am just reporting a funny issue in relationship to this topic.

A: I had the render issue as described, so I copy-pasted the geometry into a new file, and moved it to centerworld.

B: But the render issues were the same at center world ! Its like the flickering was copy-pasted too ?!

The suggestion in the link: making a copy, and inserting an embedded block doesnt really work for my need:
I am a sculptor, collaborating with Landscape architects.
So I would like to display my work, within their files, and take screenshots from this composition, to show to the main client (often a municipality) for approval and talks of design, ideas etc.
But because of the flickering, I cannot make nice screenshots of the sculptures, positioned in their Landscape Design.
(obviously because they have made their design in Auto Cad, and with the correct XY coordinates, relevant to the position in their country, with the standard mapping codes etc.)

Is there any other solution?

thanks HH

<img src=“https://global.discourse-cdn.com/mcneel/uploads/default/original/5/2/5257f2ebfc1f2dda4740e67b0ffdf142be7bf209.jpg"width="690” height=“433”>

When you copied the objects, their display meshes came with them (this is by design). To force Rhino to regenerate the meshes once having moved closer to the origin, use the command RefreshShade. This will throw out the old bad display meshes and create new (hopefully better) ones.

Unfortunately, I don’t have a solution for working with meshes far from the origin.

–Mitch